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Post by humdrums on Jun 1, 2007 19:28:30 GMT -5
I need help with a plan. Any advice, tips, whatever, would be greatly appreciated.
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chico
Rookie Fighter
Posts: 26
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Post by chico on Jun 1, 2007 22:19:07 GMT -5
Be efficient. Two sluggers are going to beat the hell out of each other to the point where they're both going to wish they weren't sluggers. If you fall too far behind on endurance early, your opponent's endurance advantage will continue to increase round by round until the fight spirals out of control.
Scouting is real important, as always. It is very unlikely that you both have the exact same build, so if you can pinpoint your advantage and use the correct style, you have a very good chance to win. If you aren't sure where your advantage is, consider using no style. You can also clinch if you don't care about winning rounds, it's 1 free agility even if you don't have a strength advantage.
Basically, work off of 4B/8/8, and throw in lines like 5/7/8 or 6/6/8 if the score is starting to get out of hand. Throw in a good rest conditional like:
if round = X and score >= 0 and endurance_percent < 75 and opp = strong then 1/1/8 (clinch)
One last word of advice: This is the type of fight where things can go wrong and your fighter could get TKOed. Put a good towel conditional at the end of your plan to save your fighter from a boatload of IPs if the chances of winning the fight are low. Something like this can work:
1) if endurance_percent < 50 and opp = strong and score < -2 then towel
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pnp
Regional Fighter
Posts: 73
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Post by pnp on Jun 4, 2007 9:28:03 GMT -5
I think Chico's advice looks pretty solid. Anytime you have to sluggers in the ring there are going to be IP's. A few things that seem to work for me in these situations are:
1) Stay efficient and target the body. Lines like 4b/8/8 and 5b/7/8 work pretty well. For more on efficiency lines check out Bad Bit's site.
2) Keep the score close. If you and your opponent are both throwing lines like 4b/8/8 for the first half of the fight but he is scoring a little more and winning rounds you may find it hard to catch up as he can pound your body while you chase score. If you down by two rounds going 6/6/8 or 5/7/8 might be enough to win the round so that you can go back to pounding the body.
3) Look for an advantage. If your guy is shorter play to your strength (clinch/inside) if he's taller play to agility (ring/ropes).
4) Run a sim of the fight. Even if your scouting isn't the best this gives you a general idea of the stats of your opponent. It also give you a chance to run you FP and make sure that there are no holes in it.
Good luck, and feel free to PM me if you need anything else.
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Post by humdrums on Jun 4, 2007 19:44:23 GMT -5
Alright, thanks guys, I got my hands on a couple good looking plans that seem to reinforce your ideaology.
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Post by Evolve <Evil Empire> on Jun 7, 2007 1:10:48 GMT -5
Be careful with getting plans, they are good in a pinch and help you through some fights, but you really need to learn how to build your own.
Anytime I am facing another style fighter with the same style, be it Ropist vs Ropist, Sissy vs Sissy, I often use no style because I do not know what AP advantage I may have. This has worked well for me in the past.
Also, be unpredictable, fight a fight that no one would expect out of your slugger. In some Ropist v Ropist fights I would bang the body early and slap late hoping they would not expect me to fight that way.
Am I suggesting something like trying to flash another slugger with yours? Of course not, but always try and do the unexpected.
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Post by humdrums on Jun 7, 2007 21:02:28 GMT -5
That's exactly what I've been doing, no style. I always break down plans when they are given to me, I also make sure to alter them to fight a fight closer to mine.
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Post by readytobang on Jun 30, 2007 12:14:34 GMT -5
I actually dont even like taking plans I look at them from time to time but usually do not like them
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